Factorize detail mat too

This commit is contained in:
Vincent Lejeune
2014-07-11 01:27:20 +02:00
parent f723a764fc
commit 04e9daeefd
5 changed files with 36 additions and 68 deletions

View File

@@ -612,15 +612,31 @@ void apply(std::tuple<TupleType...> arg)
}
template<typename Shader, enum E_VERTEX_TYPE VertexType, typename... TupleType>
void renderMeshes2ndPass(std::vector<std::tuple<TupleType...> > &meshes)
void renderMeshes2ndPass(const std::vector<GLuint> &TexUnits, std::vector<std::tuple<TupleType...> > &meshes)
{
glUseProgram(Shader::Program);
glBindVertexArray(getVAO(VertexType));
for (unsigned i = 0; i < meshes.size(); i++)
{
GLMesh &mesh = *(std::get<0>(meshes[i]));
if (!mesh.textures[0])
mesh.textures[0] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
for (unsigned j = 0; j < TexUnits.size(); j++)
{
if (!mesh.textures[j])
mesh.textures[j] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
compressTexture(mesh.textures[j], true);
setTexture(TexUnits[j], getTextureGLuint(mesh.textures[j]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
}
if (mesh.VAOType != VertexType)
{
#ifdef DEBUG
@@ -628,18 +644,6 @@ void renderMeshes2ndPass(std::vector<std::tuple<TupleType...> > &meshes)
#endif
continue;
}
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::ObjectPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
apply<Shader>(meshes[i]);
}
}
@@ -671,8 +675,8 @@ void IrrDriver::renderSolidSecondPass()
ListAlphaRefSM::Arguments.clear();
ListSphereMapSM::Arguments.clear();
ListUnlitSM::Arguments.clear();
ListDetailSM::Arguments.clear();
GroupedSM<SM_SPLATTING>::reset();
GroupedSM<SM_DETAILS>::reset();
setTexture(0, m_rtts->getRenderTarget(RTT_TMP1), GL_NEAREST, GL_NEAREST);
setTexture(1, m_rtts->getRenderTarget(RTT_TMP2), GL_NEAREST, GL_NEAREST);
setTexture(2, m_rtts->getRenderTarget(RTT_HALF1_R), GL_LINEAR, GL_LINEAR);
@@ -682,46 +686,17 @@ void IrrDriver::renderSolidSecondPass()
m_scene_manager->drawAll(scene::ESNRP_SOLID);
renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_STANDARD>(ListDefaultStandardSM::Arguments);
renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_TANGENTS>(ListDefaultTangentSM::Arguments);
renderMeshes2ndPass<MeshShader::ObjectRefPass2Shader, video::EVT_STANDARD>(ListAlphaRefSM::Arguments);
renderMeshes2ndPass<MeshShader::SphereMapShader, video::EVT_STANDARD>(ListSphereMapSM::Arguments);
renderMeshes2ndPass<MeshShader::ObjectUnlitShader, video::EVT_STANDARD>(ListUnlitSM::Arguments);
renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_STANDARD>({ MeshShader::ObjectPass2Shader::TU_Albedo }, ListDefaultStandardSM::Arguments);
renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_TANGENTS>({ MeshShader::ObjectPass2Shader::TU_Albedo }, ListDefaultTangentSM::Arguments);
renderMeshes2ndPass<MeshShader::ObjectRefPass2Shader, video::EVT_STANDARD>({ MeshShader::ObjectRefPass2Shader::TU_Albedo }, ListAlphaRefSM::Arguments);
renderMeshes2ndPass<MeshShader::SphereMapShader, video::EVT_STANDARD>({ MeshShader::SphereMapShader::TU_tex }, ListSphereMapSM::Arguments);
renderMeshes2ndPass<MeshShader::ObjectUnlitShader, video::EVT_STANDARD>({ MeshShader::ObjectUnlitShader::TU_tex }, ListUnlitSM::Arguments);
renderMeshes2ndPass<MeshShader::DetailledObjectPass2Shader, video::EVT_2TCOORDS>({ MeshShader::DetailledObjectPass2Shader::TU_Albedo, MeshShader::DetailledObjectPass2Shader::TU_detail }, ListDetailSM::Arguments);
glUseProgram(MeshShader::SplattingShader::Program);
glBindVertexArray(getVAO(EVT_2TCOORDS));
for (unsigned i = 0; i < GroupedSM<SM_SPLATTING>::MeshSet.size(); i++)
drawSplatting(*GroupedSM<SM_SPLATTING>::MeshSet[i], GroupedSM<SM_SPLATTING>::MVPSet[i]);
glUseProgram(MeshShader::DetailledObjectPass2Shader::Program);
glBindVertexArray(getVAO(EVT_2TCOORDS));
for (unsigned i = 0; i < GroupedSM<SM_DETAILS>::MeshSet.size(); i++)
{
GLMesh &mesh = *GroupedSM<SM_DETAILS>::MeshSet[i];
assert(mesh.VAOType == EVT_2TCOORDS);
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::DetailledObjectPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
if (!mesh.textures[1])
{
#ifdef DEBUG
Log::error("Materials", "No detail/lightmap texture provided for detail/lightmap material.");
#endif
mesh.textures[1] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
}
compressTexture(mesh.textures[1], true);
setTexture(MeshShader::DetailledObjectPass2Shader::TU_detail, getTextureGLuint(mesh.textures[1]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
draw<MeshShader::DetailledObjectPass2Shader>(&mesh, GroupedSM<SM_DETAILS>::MVPSet[i]);
}
}
}

View File

@@ -184,16 +184,10 @@ void STKAnimatedMesh::render()
ListAlphaRefSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, mesh->TextureMatrix));
for_in (mesh, ShadedMesh[SM_UNLIT])
{
ListUnlitSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation));
}
for_in(mesh, ShadedMesh[SM_DETAILS])
{
GroupedSM<SM_DETAILS>::MeshSet.push_back(mesh);
GroupedSM<SM_DETAILS>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_DETAILS>::TIMVSet.push_back(invmodel);
}
ListDetailSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation));
return;
}

View File

@@ -523,4 +523,5 @@ std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4> > ListDefaultStan
std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4> > ListDefaultTangentSM::Arguments;
std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4> > ListAlphaRefSM::Arguments;
std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4, video::SColorf> > ListSphereMapSM::Arguments;
std::vector<std::tuple<GLMesh *, core::matrix4> > ListUnlitSM::Arguments;
std::vector<std::tuple<GLMesh *, core::matrix4> > ListUnlitSM::Arguments;
std::vector<std::tuple<GLMesh *, core::matrix4> > ListDetailSM::Arguments;

View File

@@ -139,6 +139,12 @@ public:
static std::vector<std::tuple<GLMesh *, core::matrix4> > Arguments;
};
class ListDetailSM
{
public:
static std::vector<std::tuple<GLMesh *, core::matrix4> > Arguments;
};
template<enum ShadedMaterial T>
class GroupedSM
{

View File

@@ -357,9 +357,7 @@ void STKMeshSceneNode::render()
ListAlphaRefSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, mesh->TextureMatrix));
for_in(mesh, ShadedMesh[SM_SPHEREMAP])
{
ListSphereMapSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, invmodel, irr_driver->getSceneManager()->getAmbientLight()));
}
for_in(mesh, ShadedMesh[SM_SPLATTING])
{
@@ -369,16 +367,10 @@ void STKMeshSceneNode::render()
}
for_in(mesh, ShadedMesh[SM_UNLIT])
{
ListUnlitSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation));
}
for_in(mesh, ShadedMesh[SM_DETAILS])
{
GroupedSM<SM_DETAILS>::MeshSet.push_back(mesh);
GroupedSM<SM_DETAILS>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_DETAILS>::TIMVSet.push_back(invmodel);
}
ListDetailSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation));
if (!ShadedMesh[SM_GRASS].empty())
glUseProgram(MeshShader::GrassPass2Shader::Program);